mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-13 15:16:07 +09:00
149 lines
5.2 KiB
Kotlin
149 lines
5.2 KiB
Kotlin
package net.torvald.terrarum.gamecontroller
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.InputAdapter
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.itemproperties.GameItem
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import net.torvald.terrarum.floorInt
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import net.torvald.terrarum.worlddrawer.WorldCamera
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/**
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* Created by minjaesong on 2015-12-31.
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*/
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class IngameController(val ingame: Ingame) : InputAdapter() {
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// these four values can also be accessed with GameContainer.<varname>
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// e.g. gc.mouseTileX
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/** position of the mouse (pixelwise) relative to the world (also, currently pointing world-wise coordinate, if the world coordinate is pixel-wise) */
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val mouseX: Float
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get() = WorldCamera.x + Gdx.input.x / (ingame.screenZoom)
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/** position of the mouse (pixelwise) relative to the world (also, currently pointing world-wise coordinate, if the world coordinate is pixel-wise)*/
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val mouseY: Float
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get() = WorldCamera.y + Gdx.input.y / (ingame.screenZoom)
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/** currently pointing tile coordinate */
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val mouseTileX: Int
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get() = (mouseX / FeaturesDrawer.TILE_SIZE).floorInt()
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/** currently pointing tile coordinate */
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val mouseTileY: Int
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get() = (mouseY / FeaturesDrawer.TILE_SIZE).floorInt()
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fun update(delta: Float) {
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///////////////////
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// MOUSE CONTROL //
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///////////////////
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// Use item: assuming the player has only one effective grip (EquipPosition.HAND_GRIP)
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if (ingame.canPlayerControl) {
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if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mouseprimary")) || Gdx.input.isButtonPressed(Terrarum.getConfigInt("mousesecondary"))) {
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val itemOnGrip = ingame.playableActor.inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]
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itemOnGrip?.let {
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if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mouseprimary"))) {
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ingame.playableActor.consumePrimary(it)
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}
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if (Gdx.input.isButtonPressed(Terrarum.getConfigInt("mousesecondary"))) {
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ingame.playableActor.consumeSecondary(it)
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}
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}
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}
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}
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/////////////////////
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// GAMEPAD CONTROL //
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/////////////////////
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}
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override fun keyDown(keycode: Int): Boolean {
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if (ingame.canPlayerControl) {
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ingame.playableActor.keyDown(keycode)
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}
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if (Terrarum.getConfigIntArray("keyquickselalt").contains(keycode)
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|| keycode == Terrarum.getConfigInt("keyquicksel")) {
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ingame.uiPieMenu.setAsOpen()
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ingame.uiQuickBar.setAsClose()
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}
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ingame.uiContainer.forEach { it.keyDown(keycode) } // for KeyboardControlled UIcanvases
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// Debug UIs
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if (keycode == Input.Keys.F3) {
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ingame.debugWindow.toggleOpening()
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}
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if (keycode == Input.Keys.GRAVE) {
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ingame.consoleHandler.toggleOpening()
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}
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return true
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}
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override fun keyUp(keycode: Int): Boolean {
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if (Terrarum.getConfigIntArray("keyquickselalt").contains(keycode)
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|| keycode == Terrarum.getConfigInt("keyquicksel")) {
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ingame.uiPieMenu.setAsClose()
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ingame.uiQuickBar.setAsOpen()
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}
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ingame.uiContainer.forEach { it.keyUp(keycode) } // for KeyboardControlled UIcanvases
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return true
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}
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override fun keyTyped(character: Char): Boolean {
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ingame.uiContainer.forEach { if (it.isVisible) it.keyTyped(character) }
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return true
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}
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override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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ingame.uiContainer.forEach { it.mouseMoved(screenX, screenY) }
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return true
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}
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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// don't separate Player from this! Physics will break, esp. airborne manoeuvre
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if (ingame.canPlayerControl) {
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val itemOnGrip = ingame.playableActor.inventory.itemEquipped[GameItem.EquipPosition.HAND_GRIP]
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if (itemOnGrip != null) {
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if (button == Terrarum.getConfigInt("mouseprimary")) {
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itemOnGrip.endPrimaryUse(Terrarum.deltaTime)
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}
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if (button == Terrarum.getConfigInt("mousesecondary")) {
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itemOnGrip.endSecondaryUse(Terrarum.deltaTime)
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}
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}
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}
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ingame.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) } // for MouseControlled UIcanvases
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return true
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}
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override fun scrolled(amount: Int): Boolean {
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ingame.uiContainer.forEach { it.scrolled(amount) }
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return true
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}
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override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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ingame.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
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return true
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}
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override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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ingame.uiContainer.forEach { it.touchDown(screenX, screenY, pointer, button) }
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return true
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}
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}
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